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  1. #1421
    I've been playing with MoreCore trying to get something to work with Hackmaster and I've noticed that there is a hackmaster.lua and hackmasterbs.lua file in the dice scripts area, which shocked me because I hadn't seen that on the website!

    The roll /hackm looks like it's set up to replicate Hackmaster's penetrating die mechanic (1d4p means that on a roll of 4 you add an additional 1d4-1 to the die total, exploding to another 1d4-1 on each successive 4; works the same for all dice except 1d20, which explodes to a d6-1 instead of a d20-1).

    So I was playing with it and I'm getting a script error every time I try to use them (probably why it wasn't published on the site).

    The error is always on line 97: attempt to compare number with nil.

    I'm not good enough with lua to really figure out what is causing this or how to fix it, but does anyone have any insight they could offer into what's going on?

  2. #1422

  3. #1423
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    Wow.
    So Superteddy57 has done a ShadowRun 5E extension for MoreCore.
    Now this isnt just a few graphics - this is a full working ruleset missing only the reference manual which we cant share anyway.
    Check it out here and give him some rep!
    https://www.fantasygrounds.com/forum...ore-Extension)

    Ive also updated the Trail of Cthulhu ruleset here: https://www.fantasygrounds.com/forum...orking-ruleset
    and the Esoterrorists ruleset here: https://www.fantasygrounds.com/forum...ension-Ruleset
    You will find the Gumshoe SRD useful for both here: https://www.fantasygrounds.com/forum...77-Gumshoe-SRD

  4. #1424
    I'm trying to break down the dice mechanic for The Shadow of Yesterday to use roll scripts that already exist in MoreCore, and I keep wanting to pass results of one roll to another. Maybe somebody here can see another way to come at it.

    The dice mechanic for TSoY is:

    Assemble pool of bonus dice and penalty dice from wide variety of sources. Bonus dice cancel out penalty dice one-for-one leaving a net # of bonus or penalty dice N.

    Roll Ability Rank + choose 3 from (3dF + NdF) + ad hoc modifiers

    with the choice between best 3 or worst 3 dice depending on whether the roll is in net bonus or net penalty.

    A total below 0 results in 0.
    If the subtotal before modifiers is 6 or less, then the result is capped at 6.

    My thought so far is to create /mod rolls for each bonus and penalty dice source and have a roll on the sheet that just sums the modifier box to report N to chat (by rolling 0dF?). Then have the player manually plug N into either a /rolld or /rolllow roll associated with the ability of interest (how?). That would at least get a list of bonus and penalty dice sources into the chat log but doubles the number of ability rolls I'd need.

    Is there a more elegant solution?

  5. #1425

  6. #1426
    I'm sorry, damned. How about some examples?

    So the trivial case, the basic TSoY roll, is Fate-esque:
    Ability Rank + 3dF

    Bonus dice and penalty dice add extra dice to the dice pool. They work kind of like advantage/disadvantage in 5e, cancelling each other out one-for-one. until you're left with some net amount of either bonus or penalty dice. On any check you make, no matter how many dice you roll, you will always only use the results of three of those dice and discard the rest. Whether the extra dice in the roll are penalty dice or bonus dice tells you whether to discard the high ones or the low ones.

    Example 1:
    You have one penaly dice from a Harm condition. Roll 4dF and discard the highest one dice result.

    Example 2:
    You have one penalty dice from Harm and one bonus dice from spending a Pool point. Before rolling, you cancel out them out one-for-one, leaving you with net 0 extra dice. Roll 3dF.

    Example 3:
    You have one penalty dice from Harm, one bonus dice from a Pool point, and 2 more bonus dice from using a Secret. Before rolling, the one penalty dice cancels one of the bonus dice, leaving you with a net of 2 bonus dice. Roll 5dF and discard the two lowest dice results.

    Other modifiers add/subtract a flat numerical amount to the ability check result, with the caveat that the modifiers can't push the final result higher than a 6 total.

    Example 4:
    You have Ability Rank 4, the dice rolled sum to -1, and you have a +2 modifier from a weapon. Final result: 5

    Example 5:
    You have Ability Rank 4, the dice rolled sum to 1, and you have a +2 modifier from a weapon. Only part of the modifier can be applied. Final result: 6

    Example 6:
    You have Ability Rank 4, the dice rolled sum to 3, and you have a +2 modifier from a weapon. The modifier can't be applied at all. Final result: 7 Your character Transcends and their story comes to an end.

    Does that clarify both points?
    Last edited by Diurnal Lee; March 6th, 2019 at 15:24. Reason: Typo correction.

  7. #1427
    This looks really good, but I am absolutely confused with how to do things. I tried watching the tutorial videos and match what was being shown while trying to implement WEG Star Wars in it. Any way of combining the FG Star Wars D6's character sheet with MoreCore?
    Last edited by ThePatriot; March 10th, 2019 at 19:00.

  8. #1428
    Hello, can anyone with awesome coding skills help with developing rolls for Legends of the Wulin?
    It works by throwing d10s in groups of 6 to 10 and then grouping the dice whose numbers match. These sets translate into numbers, where the ones digit is equal to the number on the dice, and the tens digit is equal to the amount of matching dice in the set.
    For example, if you roll 7 dice and get 2, 4, 4, 4, 9, 9, 0; they become 12, 34, 29 and 10.
    It is possible to remove dice from a roll and store them to be later added to a another roll.

  9. #1429
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    Quote Originally Posted by ThePatriot View Post
    This looks really good, but I am absolutely confused with how to do things. I tried watching the tutorial videos and match what was being shown while trying to implement WEG Star Wars in it. Any way of combining the FG Star Wars D6's character sheet with MoreCore?
    try creating a roll with the command /weg 1d6+(p1)d1006 and enabling formula and entering the total number of dice-1 in the p1 field...
    let me know how that goes.

  10. #1430
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    Quote Originally Posted by Samzagas View Post
    Hello, can anyone with awesome coding skills help with developing rolls for Legends of the Wulin?
    It works by throwing d10s in groups of 6 to 10 and then grouping the dice whose numbers match. These sets translate into numbers, where the ones digit is equal to the number on the dice, and the tens digit is equal to the amount of matching dice in the set.
    For example, if you roll 7 dice and get 2, 4, 4, 4, 9, 9, 0; they become 12, 34, 29 and 10.
    It is possible to remove dice from a roll and store them to be later added to a another roll.
    Sounds like an abomination.
    If you meet the game designer give him a kick in the backside!

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